Re: AudioUnits...
Re: AudioUnits...
- Subject: Re: AudioUnits...
- From: email@hidden
- Date: Wed, 13 Nov 2002 23:34:25 +0000
Hi Jeff,
Thanks for the reply!
I'm not just looking to play audio through an AudioUnit effect, rather
I'm looking to get the audio produced by the AudioUnit effect. More
specifically, I would like to take the audio I get through the input
ioproc from my device and run that through an AudioUnit in realtime -
but I would like to get the audio the AU produces back while still in
the ioproc (like if I were using an AudioConverter to convert in
realtime). Is this possible?
My app relies on the things that happen in the output ioproc (to
determine things like audio levels, determining what frame in the audio
it's currently playing, etc.), so I'm not sure switching to using the
AudioUnit output would work for me. Granted, I don't know much about
using it but I really need the control I get from doing it with the
ioproc.
But I sure hope my code is being a good HAL citizen, it seems to work
fine. But can you also give advice on being a good HAL citizen?
Thanks!
-- John
The PlayEffect sample code does exactly what you want. It takes input
coming from hardware and routes it through an AudioUnit to an output
device. It gets installed at
/Developer/Examples/CoreAudio/Services/PlayEffect by the SDK.
BTW, using an Output AudioUnit is the recommended way of dealing with
the HAL. It saves you from writing a lot of code required to be a good
HAL citizen. I would do it this way, just like Kurt's code and the
PlayEffect sample code, rather than using the HAL directly (at least
for output).
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